If you want a mask that looks more like a real CRT’s Mask on your OLED TV, try the RRGGBBX (or XRRGGBB) Mask, Size 1 and use Mask Layout 1 (or whatever is the BGR mask layout in the Reshade port). Make sure your Desktop Resolution is 4K. On the slang version of CRT-Guest-Advanced Mask 12 is the RRGGBBX Mask, I’m not sure which one it is on the ReShade port.
Here we go. Looks pretty good! This is 100% mask strength too.
EDIT: it does however create red artefacts on colours like yellow and white; especially on text. If I change the layout to RGB it’s mitigates it somewhat; but not entirely. Mask 9 doesn’t have it at all as a means of comparison. I took a picture but it doesn’t really show on my phone. My LG has BGRW; it’s one of the less straight forward ones…I am finding that you need to tailor settings per game!
FYI all settings in Reshade are the same, except in situations where you’d have negative values. So in a case where in Retroarch values would go from -10 to 10; in Reshade they’d go 0 to 20.
So in this instance, the parameters you mention are the same.
Yeah I’m seeing this behaviour in Reshade. So you can get the same look by setting Reshades preprocessor resolution to whatever the game is running at (which usually almost completely removes the effect) and then use the downsample internal resolution setting - or, just set Reshades resolution to the equivalent resolution of what the down sampling does. Exact same effect; but the shader isn’t having to do any work and you maintain FPS
As far as I know all LG WOLED TVs use an RWBG layout until the G5. Are you sure it’s BGRW? Also, I don’t think CRT-Guest-Advanced’s BGR layout actually starts on Red. It’s actually RBG but of course individual Mask Layouts could vary.
You can take a look at these threads and posts if you want to dig deeper into the topic:
Lastly for some photo tips:
Be sure your camera is stable. Use Pro/manual mode. Speed 1/60 or 1/30. ISO 100-400. WB 4000K - 5000K or Auto. Focus Manual or Auto.
According RTINGS it’s RGBW but all 4 are never on at the same time. However the images they have of the sub pixels are confusing; they look like WBGR to me but also I can see a dark green sub-pixel and a fluorescent green sub-pixel; so I have no idea what I’m looking for, probably
@guest.r I’ve had this in mind for a long time

why not using “scale_x6 = 0.25”? or “scale_x7 = 0.50” if “scale_x6 = 0.50” need to be like this
I asked this because, based on my limited knowledge of shaders, the video will be enlarged to double size horizontally, which might require more processing power
This was an option indeed some years ago, but users kept using the 2x scaling option, since it was still available.
Default scaling options also allow better scanline dynamics and artifacting/fringing manifestation. Pixel transition would also be compromised to a degree with the actual LPF…
I guess it’s needles to say what the original standard NTSC resolution is, this all is accounted into ntsc-adaptive pass scaling.
There aren’t too many passes which would benefit from a speedup, it’s not worth to sacrifice quality.
TL;DR current implementation brings better quality regarding the whole ntsc composition.
I did play with it and yes I get less quality/sharping
well I was looking for a way to get some speedups since I cant use crt-black_crush-koko with 4x resolution (seems it will eat all the VRAM), and this speedup seem make it work but as you said it will do “sacrifice quality.”
